
Mods / The Working Classes
Author: Vivi_IX
Side: Both
Created: Dec 22nd 2024 at 3:04 AM
Last modified: Feb 21st at 1:04 AM
Downloads: 18797
Follow Unfollow 242
Latest release (for outdated Vintage Story v1.20.x):
theworkingclasses_1.0.4.zip
1-click install
Welcome, to the rise of the working classes!
This mod adds a number of new classes to the game, and makes some minor changes to some of the default classes.
It is intended to support profession based gameplay on a multiplayer server, but equally provides new class options to single players looking to take a run at the game in a new way.
By making each class better at fulfilling certain roles within the crafting system, this mod gives players a reason to interact and encourages an economy to develop. It is intended for use either with an economy mod such as Vinconomy to allow offline trading.
When used on a multiplayer server, I also recommend using this alongside a mod that reduces the efficiency of core item production to give more reason to interact with others, however this is enitrely optional. When used in single player, I recommend playing with no additional "anti-efficiency" mod as you can only have one main class, and one extra class. If that is something you do want to look into, I have written such a mod here: Co-operative Synergy but you could use any more that does this or write your own.
New classes
In the handbook there is a new section "Class Guiders" - the gives information about how each class plays and how to access the full potential of each class, as well as information about secondary professions if you want to use them, how they work, how to access them and how to change them. To access a secondary profession, you will need assistance from the server admin. In a single player game, that is you but on a multiplayer server you can only access these if the admins allow it.
Melt it down, build it strong. Weapons, chains, and nails for coffins — your work endures, even when you do not.
Blacksmiths are masters of forging and repairing armor. They excel at melee combat and efficiently using coal, but struggle with ranged combat. Their focus on metalwork makes them invaluable for defense but less suited for other survival tasks.
Positive Traits:
- Smith: Can make tool kits, which can be used to repair armor and shields back to full durability.
- Coke Furnace Master: Can make washery grade coke - allowing them to effectively double their coal supplies for forge work. Washery grade coke is not suitable for producing steel.
- Mender: Improved armor durability
- Strong Arms: improved melee damage
Negative Traits:
- Nearsighted: Worse ranged damage
- Heavy Handed: Worse dungeon loot
Coax life from the earth with tired hands. The harvest is never enough, but hunger doesn’t care.
Farmers are skilled cultivators who thrive in open fields, excelling at harvesting and living in the wilderness. Their keen aim makes them effective at ranged combat, but they struggle in melee and lack the temperament for deep mining.
Positive Traits:
- More produce when harvesting crops
- Can extract seeds from crops. Can craft soil boosters to improve soil
- Reduced animal detection - you can get closer to animals without disturbing them
- Improved range with bows, and damage with bows.
Negative Traits:
- Nervous: Reduced melee damage
- Claustraphobic: Reduced drops and speed when mining
Cut deep, split straight. The wood feeds the fire that keeps the dark at bay. Don’t think about what’s watching from the shadows.
Lumberjacks are great with trees, they can easily propagate large orchards of lumber and fruit trees, and due to a life of woodworking they can make the most of that harvested lumber and use it to create unique decorations. However, they have little skill outside their specialties.
Positive Traits:
- Lumberjack: Increased drops of logs and sticks and improved melee damage
- Forester: Double fruit tree grafts
- Burner: More charcoal recovered from fireppits
- Woodsman: Can make firewood into sticks
Negative Traits:
- Heavy Handed: Worse dungeon loot
- Kind: Reduced drops from harvesting animals, slower to harvest animals
Swing the pick, pull ore from the earth’s cold grip. One day you’ll lie beneath the same earth you’ve carved, and someone else will dig your grave.
Miners are tough workers who excel at mining quickly, gathering more resources, and handling melee combat. They struggle with ranged attacks, foraging, and looting but are invaluable underground.
Positive Traits:
- Miner: Better mining speed and ore drops
- Prospector: Can craft mining lanterns, a primitive version and a metal version giving earlier access to light. Can craft a metal prospecting pan with better drops than the wooden one.
- Mason: Can make ashlar bricks directly from stone. More efficient at making cobblestone and drystone.
- Tough: Improved hp and melee damage
Negative Traits:
- Myopic: Very bad at ranged combat
- Heavy Handed: Worse dungeon loot
The fire burns, the stew bubbles. You nourish the body while the world breaks the soul. One day, even the salt will run out.
Cooks are experts in crafting flavorful meals and maintaining their tools, easily repairing their own knives and creating efficient fuel for their kitchens. Their ravenous appetite fuels a buff to melee damage, but they fall behind in ranged combat.
Positive Traits:
- Knife Expert: Can craft whetstones allowing them to resharpen metal knives
- Fire Starter: Can produce an improved cooking fuel that burns a lot longer, letting them use less fuel and spend less time babysitting the cooking fires
- Practiced Butcher: Reduced animal perception radius and improved damage in melee combat
- Inventive in the Kitchen: Can produce an Improved crock which can hold up to 8 servings
Negative Traits:
- Nearsighted: Worse ranged damage
- Refined Taste: Gets hungry faster
Hold the banner high, carry the burden. You march into danger, not as a hero, but as the one who ensures the hero survives.
Squires are fast, durable, and skilled in both melee and ranged combat, with a talent for foraging. While they can adapt to various situations, their appetites grow quickly. They are also ineffective at mining, making them reliant on others for underground tasks.
Positive Traits:
- Fleetfooted: Faster move speed
- Healthy: Improved health
- Forager: Improved foraging
- Versatile: Imrproved melee damage and ranged damage
Negative Traits:
- Claustrophobic: Worse mining speed and drops
- Hungry: Gets hungry faster
They discovered that the purification of the metals had led to a purification of themselves.
Alchemists are skilled foragers with a keen ability to gather rare materials, though they have less health and mine at a reduced speed. While their ranged damage is weak, they possess the philosopher's stone, a powerful catalyst for crafting and transmuting materials to aid others. Alchemists thrive in creating support but struggle in direct combat and harsh conditions.
Positive Traits:
- Forager: Improved foraging
- Careful Touch: Improved production of glass flasks (requires alchemy mod)
- Philosopher: Can craft a philosophers stone and transmute mundane items into precious ones (quartz into smoky/rose quarts, lead into gold)
- Temporally aware: With the right purifying reagents, can transmute rusty gears into temporal gears
Negative Traits:
- Weak: Reduced mining yields and hp
- Nearsighted: Worse ranged damage
Turn the wheel, shape the clay. Craft vessels to hold water, grain, and ash. They’ll break long before the world does.
Potters are skilled diggers with powerful arms that make them formidable in melee combat. Their creativity shines in clay arts, where they excel at crafting intricate works. However, their civil nature makes them poor at animal harvesting or foraging.
Positive Traits:
- Potter: Better recipies for producing plaster, fire clay and clay bricks.
- Digger: Faster digging speed
- Artisan: Can craft an unfired raw storage vessel/planter/flower pot into a raw decorated version, which will fire into the proper decorated version when fired in a kiln
- Strong Arms: Improved melee damage
Negative Traits:
- Civil: Worse foraging results
- Kind: Worse animal harvesting results and slower animal harvesting
Cut the wood, shape the frame. Build shelter from the storm, knowing the winds will tear it down again.
Carpenters are skilled melee fighters with a strong knack for crafting, particularly excelling in creating beautifully decorated pieces. While they thrive in craftsmanship, they struggle with foraging and often go hungry.
Positive Traits:
- Carpenter: Can produce boards more efficiently from logs, and can make wall papers, paper lanterns.
- Decorative Wood blocks: Can produced aligned plank blocks, as well as think and regular plank blocks, and thin herringbone pattern blocks.
- Millwright: Can produce the mechanical parts emphasising durability more efficiently.
- Stong Arms: Improved melee damage
Negative Traits:
- Civil: Worse foraging results
- Hungry: Gets hungry faster
Life hangs by a thread, and you hold it steady. Yet, death never forgets its turn.
Healers are durable and fast, excelling at foraging and crafting remedies to aid others. While their kindness drives their healing abilities, they struggle underground and are often too compassionate to hunt.
Positive Traits:
- Forager: Improved foraging
- Fleetfooted: Faster move speed
- Healthy: Improved health
- Hedge Witch: Can craft healing items (all poultices and clean bandages) more efficiently
Negative Traits:
- Kind: Worse animal harvesting results and slower animal harvesting
- Claustrophobic: Worse mining speed and drops
Changes to Vanilla Classes
Time marches forward, whether you’re ready or not. The machines never stop—neither will you, not until the end.
- Enhanced Tinker Trait: Clock makers can now craft metal scrap into metal parts or scrap weapon kits
- Enhanced Tinker Trait: Clock makers can now craft chutes and complex mechanical parts more efficiently (inclused Millwright compatability patch if you use the Millwright mod)
Thread the needle, cut the cloth. You create beauty in a broken world, but beauty fades faster than time allows.
- Removed Negative Trait - Kind: Tailors no longer suffer the negative animal harvesting penalties for being kind, and only have 2 negative traits
- Added Positive Trait - Sailwright: Tailors can make sails for windmills more efficiently (inclused Millwright compatability patch if you use the Millwright mod)
Draw your sword and face the darkness. Fight for what’s left, not what’s right. Honor is a luxury no one can afford.
- Removed Negatvie Trait - Heavy Handed: Blackguards no longer suffer the negative dungeon loot penalties for being heavy handed, and only have 2 negative traits
Handbook Support
Within the handbook is a class guide. The class guide is there to help you get the most out of your class, providing information on what custom recipes your class has access to
Secondary classes
Trait Aquirer is a dependency for this mod, and each of the new classes has a Professional traits book. Use of the class traits book for a given class adds the traits from that class associated with recipe unlocks. It does not add the physical traits (so you can't stack physical bonuses) and it doesn't add the negative traits, just the recipe unlocks.
Using a book for a second additional class gives you the recipes from the new book, and removes the recipes from the first "additional profession" book you read. Class traits are unaffected by trait removal, you will always have the bonuses and penalties of your class chosen at character creation.
Notes:
Trait aquirer has its own trait books for the vanilla classes. If you do not want these books to show up in dungeon loot/traders, you will need to turn them off in the trait aquirer config. To do this, change the "classManuals" setting in the traitaquirer.json file in your ModConfig folder from True to False. This will stop the Trait Aquirer books from appearing in the game.
The squire class is all about physical traits, and has no access to additional recipes. As a result, you can use the "Squire" profession book to clear any of your current extra traits.
New Mechanics
Alchemical Transmutation
The alchemist is able to create a philosophers stone, and practice traditional alchemy, the quest to refine mundane base metals into precious counterparts.
Creation of Decorated Pottery
After creating a raw storage vessel/planter/flower pot, you can use metal oxides and a glaze to decorate it before you fire it, turning it into a raw version of any of the decorated pottery in the game (not including storage vessels added with 1.20) and fire them into the regular versions.
Washery Grade Coke
You can turn your coke into washery grade coke, allowing you to make your coal supplies go further. You can't run on it forever as it still requires fresh coal to make, but you can get an efficiency boost from using it.
- A stack of 16 brown coal turns into 32 brown coal equivalent of crushed washery coke.
- A stack of 16 black coal turns into 48 brown coal equivalent of crushed washery coke.
Don't forget to crush the washery coke, or you will find no benefit from brown coal (but no loss) and a much reduced benefit from black coal.
Cooking fuel
Cooks can create a more efficient cooking fuel from peat, that burns a lot longer, reducing the need to manage the fire pit as much, and making the peat supplies go further.
Improved crocks
Through "creative" application of temporal technology, (stubborness, temporal gears, multiple crocks and a hammer) cooks can create crocks that are bigger on the inside. Store up to 8 servings in an improved crock.
Whetstones
Cooks can create whetstones, which they can use to sharpen their metal knives effectively restoring them to full durability
Dependencies
The mod requires the following mods to work:
Compatability
Combat Overhaul
This mod is now fully compatable with Combat Overhaul, provided you are using 1.0.1 of this mod, and 0.1.6 of Combat Overhaul. I do intend to keep this patch included up to date to keep compatability as well. If you are using both mods you will get:
- Vanilla Classes as envisaged by this mod, but with the Combat Overhaul proficiencies assigned to them by Combat Overhaul (so Blackguard won't have Heavy handed, and Tailor won't have Kind but will have Sailwright - but all 6 classes have their CO traits)
- Additional classes from this mod all have 1 Combat Overhaul proficiency assigned to them, apart from Squire which is a versatile combat expert, and so has a mix of both ranged and melee proficiencies assigned for you to use them as you wish.
Other class based mods
This mod should be broadly compatable with other class based mods out there. It patches new classes in to the system, so there should be no issues there. That said, any classes which change either the Blackguard class or Tailor class may not be compatable with this mod. Both of these classes have been amended to only have 2 negative traits, and in the case of Tailor, so additional useful traits. If you have another mod that edits these classes, you will likely get one version of them dictated by load order.
That said, this is broadly incompatable with any version of the original More Classes/Division of Labour as they add mostly the same classes.
Alchemy
This mod is compatable with and designed to be played alongside the Alchemy mod. The alchemist class from this mod will make being an Alchemist as per the mod easier. That said, this mod works just fine with or without Alchemy, and the class should still stand up with its own identity. There are no compatability issues with the Alchemy mod.
Millwright
This mod includes a compatability patch for Millwright. If you are using Millwright your Millwrights (Carpenters), Technical (Clockmaker) and Sailwright (Tailor) classes will have improved recipes for some Millwright items. (Not as much for the Carpenter as the other two) as the buff to vanilla rotor recipe is already a boost.
Roadmap
- Healing teas to be added to improve the class fantasy of the healer class
- Additional transmutation recipes
- Additional classes: Inventor/Scholar/Rancher
- Adding the storage vessels added in 1.20 to the decorated pottery creation system. (This will not be done till 1.21 to allow some time for the new content to exist only as dungeon/trader loot, and remain special for this update.)
Credits:
- Mt1k3 for creating the original MoreClasses mod.
- ironphildo69 for Division of Labour.
- Ket for multiple fixes done to Division of Labour and info about how it worked.
- MrFlame from the More Fuel mod, and knowledge of how to add in a "peat like" fuel.
- Arkhael from Trait Acquirer - no specific help, however the Trait Aquirer mod is written well, so as to make integrating with it quick, easy and pain free.
- Straudberyl from the server I play on for their texture work on numerous parts of the mod.
- Briarpatchpumpkin for textures work.
- Azure and Shadow on the server for sounding boarding the new smithing fuel yields, game balance and end game discussions
- Penned for going through and making sure all the classes had proper outfits of their own
Numerous others on the VS Discord server mod dev section for suggestions and advice, everyone I have spoken to there has been awesome.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.4 | 11522 | Feb 21st at 1:04 AM | Show | theworkingclasses_1.0.4.zip | 1-click install | |
v1.0.3 | 3230 | Feb 4th at 7:15 PM | Show | theworkingclasses_1.0.3.zip | 1-click install | |
v1.0.2 | 1529 | Jan 31st at 8:31 PM | Show | theworkingclasses_1.0.2.zip | 1-click install | |
v1.0.1 | 1488 | Jan 23rd at 2:18 AM | Show | theworkingclasses_1.0.1.zip | 1-click install | |
v1.0.0 | 739 | Jan 17th at 8:12 PM | Show | theworkingclasses_1.0.0.zip | 1-click install | |
v0.1.0 | 227 | Jan 12th at 12:17 PM | Show | theworkingclasses_0.1.0.zip | 1-click install |
Is there any way the paper lanters could have their brightness nerfed, or access the light level via a config? 21 seems really high for early game even as a class trait. One of my players on my server is a carpenter and the light shines through from his basement into his home and outside even with all other lights removed. Maybe like 15 or so? Thanks for making the awesome mod!
Any chance we could add (or alter) a recipe to craft the glazed vessels from already fired storage vessels?
I would suggest that adding a first/bisque firing, and second/glazing firing is more realistic, lets you not have to create extra vessels later, and allows you to craft glazed vessels even if you have the Bricklayers mod installed, which removes raw vessels as an individual item by making you craft them from 3 fired parts. (open vessel, vessel ring, vessel lid), thereby blocking the Potter's glazed vessel recipes.
What is the Temporal Forge? It seems to burn forever but doesn't heat up ingots inside it.
So we only have a few players on our server so we can't access all of the cool crafting traits that your amazing mod adds. Is there a command or another way to add more traits?
Can I just make a bunch of basic soil boosters and spam them on individual blocks of tera preta instead of having to hunt down sylvite? Is there a limit to how many I can use on a single block?
It is really amazing how much you were able to do here with just patching recipes, traits, and other assets. I learned alot about asset patching through your repository and was stunned at how you were able to do so much without having to patch C# functions.
any thought of compatibility with Salty's Eden Instinct?
Missing the woodsman trait on parchment recipes under the woodsmans.json file.
Me and my friend found it overpowered and takes away from the linen pulp used to make parchment regularly.
DCullis - Do you mind if I ask what changes you made? The current published patches create really annoying stutters and performance issues, but my friends and I really want to play with all three together.
Goddamn this is a good mod, it's excellent in every respect
Thanks for the mod! We really like it on our server~
A couple things: the Improved Crock doesn't fit in the cooling cabinet for Food Shelves (the food shelves modder will try to fix this).
We also had some issues with the Pottery class since the new update for red clay and Bricklayers (I have not yet tried with the most recent Bricklayers update).
And I know there's a patch out there for XSkills and working class, but I was wondering if this would all be rolled up into a patch for this mod? Not sure if it would be backwards compatible or break everything
Hey, i was wondering if somebody else is having problem with Combat overhaul compability ? I have noticed that the attack speed bonuses for classes from this mod is not active, it does show the proficiency in the class selection tab, but in game there is no difference. Now i know author said that the compability is for 1.0.1 of this mod, and 0.1.6 of Combat Overhaul, i just wanted to check in if it might work for others and im doing something wrong.
Mod versions:
Working classes 1.0.4
Combat overhaul 0.3.5
Are the trait books locked to certain traders or can any trader sell any book?
Headsup, in the mod code, it looks like the paper recipes are supposed to require the woodsman trait, which they do not currently.
Thank you for the wonderful mod, I figured out how to edit the recipes myself for my group's preferred game balance, so everything is good with me. I do recommend making the paper lantern still require a candle though and maybe downtuning how much paper the woodsman can make per cattail/papyrus.
Got it! Silly me, I was in creative testing and didn't change my class to cook. (the repair process is a crafting recipe gated by the class)
How is one meant to use the whetstone exactly? When I place it on the grid with a damaged knife, I get no output. Am I missing something?
How would I go about adding the Smith and Dross-hand traits from the Smithing Plus mod to the blacksmith class from here?
4.4.2025 07:17:27 [Error] Patch 0 (target: game:blocktypes/paperlantern.json) in theworkingclasses:patches/items/survival-blocktypes-paperlantern.json failed because supplied path /attributes/handbook/exclude is invalid: The json path /attributes/handbook/exclude was not found. Could traverse until /attributes, but then 'handbook' does not exist. Full json at this path: {}
Has anyone written a patch to adjust the XSkills Class XP multipliers for The Working Classes?
I added all classes in my server with this mod and our miner classes and a few other classes are jumbled up.
For the most part I really like this mod because I felt it kept the balance behind classes that the game originally intends. However, I think the carpenter's paper lanterns can really destroy the lighting progression path, since they are so easily mass produced.
I think this is the mod that allows parchment to also be easily made from cattails/papyrus too which I think is the main source of the unbalance (pardon me if i'm incorrect, we use millwright and hardcore water as our other mods). But being able to produce parchment with cattails/papyrus, the intended Vanilla route for parchment is just entirely inferior.
On another note, as a personal anecdote, I was working for hours to get a brass lantern today, when suddenly, my friend logged in and made 23 paper lanterns within the span of 5 minutes. I think at the very least candles should be required instead of torches for the recipe. And separately I would suggest parchment should only be attainable from vanilla methods, even with these nerfs, paper lanterns are still REALLY attractive for multiplayer games since they are entirely renewable, but would now more fittingly become a mid-late game commodity, a progression equal/alternative to metal lanterns, instead of entirely supplanting/beheading the vanilla lantern progression.
I really thank you for reading this, I adore this mod since it seems the most true to the spirit of the class system as VS seems to intend it, while still really enhancing it. And again, I am really sorry if all this is actually due to a mod conflict on my part, i respect the effort that goes into maintaining these projects and don't mean to take it for granted!
Thank you for this wonderful experience outside of this one instance, I feel so much more useful as a clockmaker!
Hello,I just wanted to point at that the recipe for the Cowrie storage vessel is same as for the Rain storrage vessel. Also recipes for a flowerpot request a raw planter.
Just wanna tell you Vivi_IX that I did some changes to make this mod work with Rustbound Magic while it is installed with Combat Overhaul, otherwise characters get broken traits.
I want to add Working Classes to XSkills, what do I add below?
"ClassExpMultipliers": {
"commoner": 0.1,
"hunter": 0.2,
"malefactor": 0.15,
"clockmaker": -0.2,
"blackguard": -0.05,
"miner": -0.05,
"forager": -0.15,
"archer": 0.05,
"vanguard": 0.05,
"gatherer": -0.15,
"mercenary": 0.1
}
Edit: I will add after "mercenary" and update everyone:
"farmer": -0.15,
"lumberjack": -0.2,
"blacksmith": -0.2,
"cook": 0.2,
"alchemist": 0.05,
"squire": 0.05,
"potter": -0.15,
"carpenter": -0.2,
"healer": 0.1
I think squire might be overboard broken with combat overhaul mod. Seriously.
Is it intentional that using a wrench anybody can rotate a plank to get carpenter/fitter exclusive planks? I have encountered this and I am unsure if it is intentional or not, as it takes away alot of the appeal of the carpenter class.
Little bug report with Xskills
Since adding the singular lamellae we cant forge them with quality anymore.
Possibly the crafting recipe broke the ability for the item to have quality assigned to it
Dont know if this is is on Xskill side or your end. Just letting you know in case you immediately know where to fix.
Otherwise loving the mod so far
Loving the mod so far but,
Does the metal Pan effect drop of temporal gears at all? Or is it bad luck I am subject to at this time?
Nyarc
It is easy to do. I have a few options. I can include the versions we use on our server for people to drop into the config. (easiest for me, middle work for server admins)
I could include instructions on what to change (medium work for me, most work for admins as they will need to change it, though they can customise each skill as they want this way)
I could find a way of doing automatically, maybe? (most work for me, least work for admins but no flexibilty.
Let me know what your server crew would prefer, and I will look at what I can do.
bnnuy
Thanks for the heads up, I will investigate.
SeniLiX
Thanks for the heads up, I will see what I can do, but that looks like they have added a bunch of crop types which aren't being updated by TWC. I will see if I can do anything with it via a compatability patch.
Nyarc
Glad you are getting good use out of it. Please feel free to post feed back/ideas.
Gourgandin
Yeah, that is in is an issue in one of the CO patch files. It does work, I am hoping they sort it at their end soon.
bumblebink
Yeah, I have seen that a few times, including on our server. The issue seems to be the way in which the config menu disables the books from spawning in loot chests/traders not being ideal, or from opening loot containers that were spawned in before the config setting was changed. I haven't seen the issue where the config for books in traders/loot was turned on.
Hopefully they will fix it soon, if not, I will have a look at doing something via a patch or something.
SioxGWolf
Yep, it did all the way through but it has been checked and confirmed as working. Latest release includes 1.20.4 in the listed supported versions.
Matartar
That was a bug, I have fixed it in a release today. Sorry about that.
To fix it in game either grab a new carpenter book and use it again, or add the trait manually using the commands provided by trait aquirer.
Deathbird
This typically happens when another mod adding a class is run alongside this mod and combat overhaul. When that happens, the extra class moves the numbering along internally by one, and makes everything go out by one and have the wrong traits.
The most reported instance of this has been for people using a combination of: The Working Classes, Combat Overhaul and Rustbound Magic together. If you are using those three, than adding this patch mod as well will fix your issue: TWC/CO/RBM Compatability mod
If you are using a different third mod (something other than Rustbound Magic please let me know what it is.
Anyone having issues with classes not have the right perks, such as alchemist having squire perks. Does anyone know how to fix this. Vivi_IX
bumblebink
I've had the same issue with the 0 stack trait books, have been unable to find a fix.
This work to 1.20.4 yet?
Hey, I've noticed that using the carpentry book as second class, you do not get access to the 'fitter' trait, and cannot craft the decorative plank blocks. Is this intended or a bug? I thought the 2nd class would get all recipes.
Anyone else having issues w/ the trait books from Trait Acquirer spawning with a stack size of 0? We've found a few in our world so far and whenever you try to loot them they disappear. People have mentioned it in the comments for TA but Arkhael seems to be unreachable at the moment...
Compatibility issues if using this mod together with Art of Growing
-------
9.2.2025 08:09:20 [Error] Patch 0 (target: game:blocktypes/plant/crop/amaranth.json) in game:patches/survival-blocktypes-plant-crop-amaranth.json failed because supplied path /dropsByType/*-8/1/dropModbyStat is invalid: The json path /dropsByType/*-8/1/dropModbyStat was not found. Could traverse until /dropsByType, but then '*-8' does not exist. Full json at this path: {
"*-9": [
{
"type": "item",
"code": "artofgrowing:grainbundle-amaranth-wild-wet",
"quantity": {
"avg": 6,
"var": 1
}
},
{
"type": "item",
"code": "artofgrowing:grainbundle-amaranth-small-wet",
"quantity": {
"avg": 0.3
}
}
],
"*": [
{
"type": "item",
"code": "thatch",
"quantity": {
"avg": 0.7
}
}
]
}
9.2.2025 08:09:20 [Error] Patch 0 (target: game:blocktypes/plant/crop/cabbage.json) in game:patches/survival-blocktypes-plant-crop-cabbage.json failed because supplied path /dropsByType/*-11/1/dropModbyStat is invalid: The json path /dropsByType/*-11/1/dropModbyStat was not found. Could traverse until /dropsByType/*-11, but then '1' does not exist. Full json at this path: [
{
"type": "item",
"code": "artofgrowing:vegetable-wild-cabbage",
"quantity": {
"avg": 0.85,
"var": 0.1
}
}
]
9.2.2025 08:09:20 [Error] Patch 1 (target: game:blocktypes/plant/crop/cabbage.json) in game:patches/survival-blocktypes-plant-crop-cabbage.json failed because supplied path /dropsByType/*-12/1/dropModbyStat is invalid: The json path /dropsByType/*-12/1/dropModbyStat was not found. Could traverse until /dropsByType/*-12, but then '1' does not exist. Full json at this path: [
{
"type": "item",
"code": "artofgrowing:vegetable-wild-cabbage",
"quantity": {
"avg": 2,
"var": 0
}
}
]
9.2.2025 08:09:20 [Error] Patch 1 (target: game:blocktypes/plant/crop/flax.json) in game:patches/survival-blocktypes-plant-crop-flax.json failed because supplied path /dropsByType/*-9/2/dropModbyStat is invalid: The json path /dropsByType/*-9/2/dropModbyStat was not found. Could traverse until /dropsByType/*-9, but then '2' does not exist. Full json at this path: [
{
"type": "item",
"code": "artofgrowing:grainbundle-flax-wild-wet",
"quantity": {
"avg": 8,
"var": 1
}
},
{
"type": "item",
"code": "artofgrowing:grainbundle-flax-small-wet",
"quantity": {
"avg": 0.3
},
"dropModbyStat": "produceDropRate"
}
Not sure if the 35% charcoal chance to double drop bonus is working for Lumberjack Vivi_IX
Would like to ask tho, do i ask here or in the XSkills for a Patch to give these Classes XP Modifiers? Should be really simple todo
Vivi_IX Awesome! I'd say that "All Traits" book might be good for creative testing but not really necessary. I'd just want the individual books to be available out in the world in the form of loot and/or trades, with the possibility of being something you could craft yourself to share with other players (like sharing your knowledge or taking them on as your apprentice, etc.)
I'd love to play around with Rustbound Magic but the Rust Mage class messing with your classes and having to turn rifts and temporal stability back on is a tough sell at the moment. If you could get that working, I can learn to live with rifts and temporal stability again if it means I can play with magic and still enjoy your classes.
Vivi_IX Thats amazing! Thanks for checking it out. Good mod, we use this on our big multiplayer server and it really adds to the diversity.
I have this problem
Juko
First change coming up now the exploit fix is out will be Rust Mage compatability. Then it will be books on traders/loot.
I could add an "all traits" book/books, but would make them something you had to turn on, they would be off by default.
SovietSwede
They should not. Firearms has moved into Combat Overhaul in 1.20, and this mod is designed to work with combat overhaul. If you find you can't craft firearms as a clockmaker using Combat Overhaul, please raise it as a bug as it should be working.
Unfortunately, this mod will not work in 1.19 versions of the game and I won't be back porting it, and I don't know if Firearms from 1.19 works in 1.20 as a standalone if you avoid Combat Overhaul - so I can't account for compatability with the old version.
Looks like a very interesting mod! Great work!
Just a question for clarity, the mod does not interfere with the clockmaker's ability to craft things for the firearms mod, right?
Hoping the Professional Books get added to the Trader stock, findable as loot, or possibly even craftable (at least for the respective class, Carpenters only able to craft a Carpentry Book for example). Perhaps even an option that it doesn't remove skills so you can collect all the recipes over a playthrough as a Squire or Commoner.
I'm definitely going to look into learning to mod myself soon and may make my first a patch to do a few of these things. Certainly for my own experience and purposes but maybe it could be a config option for later down the line for those interested. I certainly wouldn't mind sharing my work to that cause.
Vivi_IX There is a current issue with the recently updated Rustbound Magic, where the Rustbound mage will push all the classes to the right, causing a weird error that doesn't crash the game, but gives it none of its traits. And shuffles the traits of the other classes beyond it.
Nyarc
Yep, checked it out. XSKills increases the amount of food you get when you do the cooking. This increases the amount of food you can put into a crock after you have cooked it.
On testing, enough food to create 36 meals on a fully maxed out cook build generated 50.4 meals, as expected. Instead of needing 12 crocks to hold this however, it took 9 because for some reason the 0.8 servings wont stack. This just saves you crock space on your shelves, it doesn't affect the amount of meals you get. There is no problem here.
GlooMeGlo
I have a few other classes in the works as well, but they need a bit of something to make them feel right and encourage the RP class fantasy for those classes. Some of them also need a config file which I suspect mystic would as well to let server owners turn it on/off. Once the config is in, then maybe the other bits.
If you have specific ideas for how a mystic class could work, please throw them in. Generally I look for 4 positive traits, and 2 negative ones to balance a class, and the positive traits should be a mix of ideally 2 stat buff abilities, and 2 sets unique recipes that enhance the class.
theysa
Fixed, thank you
Nyarc
It should be compatable with XSkills, depending on what they did. It uses the vanilla crock pot size stat as a base so they should just stack, but I will investigate.
Pretty sure this could be incompatible for XSkills as there is a Skill changing Serving sizes made in a Crook. Please mark or fix?
Found a linen exploit, feel free to message me on discord and i can let you know what it is and the fix i created for a server i play on
There is a typo in the Alchemist description for the Philosopher's Stone. When you click on the link, a blank handbook entry shows up, since the name is incorrect. In the description it reads as Philospher's Stone, so its missing the O after the S.
mystic class when?
rhino1998
Ok, sorry about that, I had missed commiting stuff for quite a while, still getting used to git. I think I have pushed everything now.
Hmm, that's weird, it seems to be having some sort of synching issue - let me see if I can fix it and push it again.
I think the repo hasn't been pushed in a while? It seems to be mostly template files and the entirety of assets/theworkingclasses is not present
rhino1998
Absolutely, though I have made the repo public. It would be better as a PR if you can, that way I can tweak it as new professions come through - there are currently 3 on the drawing board.
If possible, I would like to get to the point where the books are available at a trader or in dungeon loot, and there is a config menu allowing you to turn either option off.
That way servers that want to control it can.
Is it ok if I make a mod that adds the profession books to the trader tables? I would make a PR w/ a config option to do so but the repo linked above is private
TagMail
They do still work yes. This has been tested in 1.20.0 and 1.20.1. If they update to a 1.20.1 version, I will be updating the requirement to the newest version, but only in case they have tidied up any issues but I didn't encounter any in 40+ hours playtesting. If there are any issues, please let me know though.
the dependent mods are not perfectly up date with the stable version 1.20 does it still work?
QueueRay
Sorry about the delay getting back to you there, I have made the names into links so you should be able to go straight to those mod pages now.
The game should also auto download them if you install without them as well.
I can't seem to find the dependencies on the mods page, any change those could by linked in your dependencies section? Thanks
Ourcasula
it should work fine - the recipe changes for tailor here are done by adding in new recipes with the "clothier" trait that the vanilla game uses, and tailors delight does the same. Our server uses both these mods together. The only change we make to the tailor class directly is to remove one of the debuffs, and add an extra buff for making sails. The tailor seemed a bit hard done to with the ability to make and repair clothes, and 3 disadvantages for their trouble. You shouldn't lose anything.
The closest to a clash is actually with the healer class. Tailor's delight has a recipe to use sheers on a piece of linen to get twine, with sheers above the linen, I have a similar recipe for the healer to get a better return on cutting linen into bandages. The way this ends up working out is because their recipe is shaped, if you use their recipe, you get their output. If you put the linen elsewhere in the grid, you get the non shaped result from this mod. You get the one you want depending on your class, and where you put the linen.
How does this mod function with Tailor's Delight? So far as I understand, the Tailor's Delight mod doesn't change the tailor class at all and just adds new recipes, so it ought to work, but I'm not sure.